Disclaimer
SpoilerSince it's far too late to change the thread title, I'd like everyone to know that this is 3.PF material and you are free to PEACH. And like most of my material, this is a work in progress till I say otherwise.
Nagual
The raw strength of a bear...the serene grace of a swan...the undying tenacity of the badger... How could you live a life without these things once knowing them?
-Kailee Thraneleaf, Half-Elf Nargual.
Many are there those who take upon themselves the forms and traits of other creatures; be it through magic, psionic power or the shaping of unspeakable forces. Those molders of the flesh and form place upon themselves the guise not their own to accomplish tasks and challenges that stand before them. They wield these transmutations like the finely honed tools of a consummate craftsmen but in the end they are but one tool amongst many for them.
Such is not the approach or the mindset of the Nagual. They do not treat the changing of forms as just another item in a hackneyed bag of tricks, they view it as a way of life. The Nagual are gifted with this talent at birth but only truly come into its mysterious ways once they come of age. These warriors of the shifting flesh have within them a deep connection to the natural world, a primal instinct and calling that few others can share. This can easily set them apart and make outcasts of them, being branded monsters, demons and witches.
Whether ultimately good or evil, the Nagual are a great boon to their allies and a terrifying foe to their enemies. For how safe does one truly feel when those out for your blood can not be distinguished from the millions of beasts that surround one every day?
Other Classes: The Nagual finds a kindred spirit in both the Ranger and the Druid, all three classes having their roots grounded in the verdant cycle of the natural world. Barbarians are generally seen as fellow warriors of the same harsh environs as the Nagual, but only those who devote themselves to an animalistic totem are ever as well related to as the Ranger or Druid. Clerics and Bards are generally seen as the harbingers of the encroaching civilization of the modernizing world but those of nature deities and more less civilized lives can be easily held in high regards.
Fighters and Paladins are always at an arms length and under a watchful eye since, more times than not, they are the ones who hunted and persecuted the Nagual or came into their homes and carved a way for greater ecological devastation.
Sorcerers and Wizards are marveled at best for their world shaking power and disdained at worst because of their pedestrian treatment of shapeshifting.
Monks are admired for their strict discipline and Rogues valued for the unique niches they fill but Naguals as a whole are mostly of neutral opinion towards the two classes.
Role: The Nagual is first and foremost a melee combatant. They wade through the front lines of combat, slaughtering enemies and taking away harmful attention from their allies. But because of the great versatility of the forms allowed to them they are not solely locked in that role.
Alignment: Any Neutral.
Hit Dice: d10
Class skills: Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge: Geography (Int), Knowledge: Nature (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), Swim (Strength)
Skills: 4+Intelligence Modifier per level
{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special|Forms
1st|+1|+2|+0|+2|Minor Seeming, Seeming, Wild Empathy|3
2nd|+2|+3|+0|+3|Morphic Trait, Woodland Stride|3
3rd|+3|+3|+1|+3|Fluid Seeming, Trackless Step|4
4th|+4|+4|+1|+4|Morphic Trait, Path of the Beast, Uncanny Dodge|4
5th|+5|+4|+1|+4|The Humanoid Animal, Shifting Defense|5
6th|+6/+1|+5|+2|+5|Kitten Soul, Morphic Trait|5
7th|+7/+2|+5|+2|+5|Improved Uncanny Dodge|6
8th|+8/+3|+6|+2|+6|Morphic Trait|6
9th|+9/+4|+6|+3|+6|Bonus feat, Elephant Heart|7
10th|+10/+5|+7|+3|+7|Morphic Trait|7
11th|+11/+6/+1|+7|+3|+7|Natural Mystery|8
12th|+12/+7/+2|+8|+4|+8|Morphic Trait|8
13th|+13/+8/+3|+8|+4|+8|Draconic Majesty|9
14th|+14/+9/+4|+9|+4|+9|Morphic Trait|9
15th|+15/+10/+5|+9|+5|+9|Corrupted Essence|10
16th|+16/+11/+6/+1|+10|+5|+10|Morphic Trait|10
17th|+17/+12/+7/+2|+10|+5|+10|Planeswalker|11
18th|+18/+13/+8/+3|+11|+6|+11|Morphic Trait|11
19th|+19/+14/+9/+4|+11|+6|+11|Bonus feat|12
20th|+20/+15/+10/+5|+12|+6|+12|Morphic Trait, Perfect Seeming|12[/table]
Class Features:
Weapon and Armor Proficiency:
Nagual are proficient with simple weapons and light armor, barding and any form of armor wearable by animals.
Seeming (Su):
A Nagual is capable of warping and molding their body to become a member of the animal kingdom in near perfection. When using this ability the Nagual is affected by the following changes:
Spoiler
Ability Scores
The Nagual loses any racial bonuses or penalties they possess to their physical ability scores. They instead gain a +2 racial bonus to any physical scores the creature they have adopted the form of has a bonus in and likewise take a -2 racial penalty to any physical score they have a penalty in. This bonus/penalty increases by an additional +2/-2 for every two levels the Nagual has in this class, to a maximum of +10/-10 at 20th level. If the Nagual changes size category, they gain an additional +2 size bonus to Strength and Constitution and a -2 size penalty to Dexterity for every size category over their original size or a +2 size bonus to Dexterity and a -2 size penalty to Strength and Constitution for every size category under.
These cumulative bonuses and penalties cannot exceed the original racial bonuses and penalties of the creature who's form the Nagual is assuming.
Natural Armor
The Nagual loses any natural armor that they already have, instead gaining +2 natural armor bonus. This bonus increases by an additional +2 for every two levels the Nagual has in this class, to a maximum of +10 at 20th level. If the Nagual changes size categories, they gain an additional +2 size category over their original size.
These cumulative bonuses cannot exceed the original natural armor bonus of the creature who's form the Nagual is assuming.
Movement Modes
The Nagual loses any movement modes that they already possessed and gain the base land speed of the creature who's form they are assuming.
If the creature has a burrow, climb or swim speed, the Nagual gains this movement mode at half their base land speed. At 5th and 10th level, this increases to equal to and double their base land speed respectively.
If the creature possesses a flight speed, the Nagual gains this movement mode at one quarter their base land speed and at three steps lower maneuverability (minimum Clumsy). At 5 and 10th level, this increases to one half and equal to their base land speed respectively and the maneuverability increases by one and two steps respectively.
Sensory Modes
The Nagual loses any sensory modes that they already had and gain normal, low-light or dark vision (out to 60 feet) that the creature who's form they are assuming possesses.
If the creature has any other sensory modes (such as scent, tremorsense, blind sense or blind sight), the Nagual gains them out to 5 feet. This range increase by an additional 5 feet for every two levels the Nagual has in this class. This range cannot exceed the original range possessed by the creature who's form the Nagual is assuming.
Racial Skill bonuses
The Nagual loses any racial bonuses they received to any skills. They then select one skill that the creature who's form they are assuming has a racial bonus in, gaining a +2 racial bonus to that selected skill. This bonus increases by +2 for every four levels the Nagual possesses in this class, to a maximum of +10 at 20th level. At 5th and 10th level, the Nagual may select an additional skill past the first.
These cumulative bonuses cannot exceed the original racial skill bonus of the creature who's form the Nagual is assuming.
Natural attacks
The Nagual loses any natural attacks that they have, gaining one primary natural attack possessed by the creature who's form they are assuming. For every four levels the Nagual possesses in this class, they gain another natural attack the creature has (selecting first from primary and then secondary when no more remain) to a maximum of 5 at 20th level.
A Nagual loses the ability to speak any languages it knows while changed into the form of another creature, limited to only communicating as is natural to that creature. All of the Nagual's armor and gear (save items that can be used by the creature the Nagual is changing shape into, such as barding) melds into the Nagual's new form, rendering it unusable.
Changing shape is a standard action that does not provoke an attack of opportunity. A Nagual can use this ability a number of times per day equal to its total levels in this class and each use of Seeming lasts for one hour per level it possesses in this class. A use of Seeming expires either when the time limit is reached or the Nagual returns to its natural form.
A Nagual can never assume the form of a unique creature nor the form of templated creatures or creatures that are made up of multiple creatures (such as swarms).
Seeming Forms: A Nagual is limited in its ability to take the forms of other living creatures, having a selection of beasts it is most familiar with. A Nagual may only select a creature of the animal or vermin type as one of its Seeming Forms and this must be a creature that the Nagual has encountered before (thus a Nagual who has lived in a tropical environment can not choose a Polar Bear, no matter how much they have studied the creature but haven't seen one yet).
The Nagual can not choose a creature who's CR is more than their levels in this class+1 and can not choose a creature who is more than one size category larger or smaller than the Nagual's base size (ignoring any ability or trait that increase size such as the Giant simple template or the Enlarge Person spell).
Every time a Nagual would gain another Seeming Form known they may choose to replace one of their already known Forms with another. This substitution follows all of the same restrictions as if learning a new Form.
A Nagual knows three Seeming Forms at 1st level and gains another Form known every two levels.
Minor Seeming: The Nagual begins to delve into the concept of using minute applications of its Seeming instead of the full force. They gain the Minor Seeming feat (see below) as a bonus feat.
Wild Empathy (Ex): A Nagual can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Nagual rolls 1d20 and adds their levels in this class and their modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Nagual and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Nagual can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but they takes a 4 penalty on the check.
Morphic Trait: Fighting in a form not their own, a Nagual quickly adapts and learns styles and skills of combat best suited for them. At 2nd level, and every 2 levels afterwards, she picks one of the traits from the list below. These traits can only be used while the Nagual is using their Seeming class ability. Unless noted otherwise they work identically to the Barbarian Rage powers of the same name (Rage Powers that can be used a limited amount of times per rage instead can only be used the same amount of times per encounter). The Nagual counts as a Barbarian of their level-4 (minimum 1) for qualifying for and for determining the effects of any Morphic trait.
Morphic TraitsSpoiler
- Bleeding Blow
- Boasting Taunt
- Clear Mind
- Come and Get Me
- Crippling Blow
- Fearless Seeming [as Fearless Rage]
- Flesh Wound
- Ground Breaker
- Ground Breaker, Greater
- Guarded Life
- Guarded Life, Greater
- Internal Fortitude
- Intimidate Glare
- Knockback
- Knockdown
- Mighty Swing
- Overbearing Advance
- Overbearing Assault
- Powerful Blow
- Reflexive Dodge
- Renewed Life
- Renewed Vigor
- Renewed Vitality
- Smasher
- Spell Sunder
- Strength Surge
- Sunder Enchantment
- Superstition
- Terrifying Howl
- Unexpected Strike
- Witch Hunter
Woodland Stride (Ex): A Nagual has long learned to move quickly through the natural world. They may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.
Fluid Seeming (Su): The line between the Nagual's natural form and those it assumes has become almost nonexistent. The Nagual reverting to its natural form and then back into another no longer causes a use of Seeming to expire.
Trackless Step (Ex): A Nagual becomes an impossible quarry to hunt. A Nagual leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.
Path of the Beast (Ex): A Nagual becomes so comfortable in skins not its own that it moves and fight as though it was such a creature. The Nagual gains the Extraordinary special attacks and special qualities that a creature it becomes, when using the Seeming class feature, possesses.
Uncanny Dodge (Ex): A Nagual begins to rely on a sixth sense reacting to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to Armor Class if immobilized. A Nagual with this ability can still lose their Dexterity bonus to Armor Class if an opponent successfully uses the feint action against them.
If a Nagual already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.
The Humanoid Animal (Ex): The Nagual has discovered a secret truth; humanoids are also animals. The Nagual retains the ability to speak any language it knows while using its Seeming class feature.
Shifting Defense (Ex): As the Nagual spends more and more time in a skin not it's own, it learns insights in the manipulation of his physical makeup, making themselves more enduring and adaptive to the challenges they face.
SpoilerAt 5th level, the Nagual gains immunity to poison and the Stunning condition as well as Fortification 25% while using their Seeming class feature.
At 7th level, the Nagual gains Fast Healing, equal to their Consitution modifier (minimum 1), while using their Seeming class feature. This Fast Healing stacks with any other Fast Healing that is granted by this class but not by outside sources.
At 9th level, the Nagual gains five extra feet of reach with all of their attacks but does not appear to have this reach until they attack. This is only active when the Nagual is using their Seeming class feature.
At 11th level, the Nagual receives a saving throw (Will save) against the Anti-Magic Field spell and similar effects. Passing this save means that its Seeming class feature is unaffected by the spell and similar effects.
In addition, the Nagual can end any negative transmutation spell or effect (such as Baleful Polymorph or Flesh to Stone) by expending one use of its Seeming class feature.
At 13th level, the Nagual's Fortification increases to 50%. If a Nagual would be subject to a critical hit it instead takes half damage from the critical hit. This ability is only active while the Nagual is using their Seeming class feature.
At 15th level, the Nagual gains Damage Reduction, equal to their Constitution modifier+5 (minimum 6), while using their Seeming class feature. This damage reduction can only be bypassed by weapons that are magic and made of cold iron.
At 17th level, the Nagual gains Energy Resistance 10 while using their Seeming class feature. This energy resistance is against the first energy damage the Nagual takes, changing to that energy type at the beginning of the next round. If the Nagual would then take damage from another energy type its resistance changes to match that energy type at the beginning of the next round.
At 19th level, the Nagual is now immune to fatigue and exhaustion and their Fortification increases to 75%. If the Nagual would be the subject of a Coup de Grace they automatically pass the Fortitude save against instant death. This ability is only active while the Nagual is using their Seeming class feature.
Kitten Soul (Su): The Nagual has gained further insight into the use of its Seeming, able to mimic even the regal house cat. The Nagual may now select Seeming Forms that are within two size categories smaller than its natural size.
Improved Uncanny Dodge (Ex): They Nagual's sixth sense has heightened to the point that they can no longer be flanked. This defense denies a rogue the ability to sneak attack the Nagual by flanking them, unless the attacker has at least four more rogue levels than the target has Nagual levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Bonus feat:
A Nagual gains a bonus feat at 9th and 19th level. These feats may be any feat with the Seeming tag or any feat that a Fighter may select as a bonus feat.
Elephant Heart (Su): The Nagual has gained further insight into the use of its Seeming, able to mimic even the pondering Elephant. The Nagual may now select Seeming Forms that are within two size categories larger than its natural size.
Natural Mystery (Su): The Nagual's experience with its Seeming has grown once more. The Nagual may now select creatures of the Magical Beast type when choosing their Seeming Forms.
Draconic Majesty (Su): The Nagual has begun to reach the farthest depths of its Seeming. The Nagual may now select creatures of the Dragon type when choosing their Seeming Forms.
Corrupted Essence (Su): The Nagual delving into the aspects of its Seeming has allowed it to take on forms that are truly unnatural. The Nagual may now select creatures of the Aberration type when choosing their Seeming Forms.
List of Acceptable Forms
Spoiler
- Akata
- Charybdis
- Cloaker
- Decapus
- Delver
- Destrachan
- Dust Digger
- Executioner's Hood
- Froghemoth
- Fungal Crawler
- Gibbering Mouther
- Grick
- Gug
- Incutilis
- Lurker Above
- Mimic
- Neothelid
- Otyugh
- Reefclaw
- Roper
- Rust Monster
- Seugathi
- Tentamort
- Vampiric Mist
- Vemerak
[A DM should be consulted before choosing any forms of this type that are not on this list.]
Planeswalker (Su): The Nagual has reached the epitome of the forms it may take on. The Nagual may now select creatures of the Outsider type when choosing their Seeming Forms.
List of Acceptable Forms
Spoiler
- Achaierai
- Bebilith
- Chaos Beast
- Couatl
- Crysmal
- Hellcat
- Hell Hound
- Howler
- Mihstu
- Nightmare
- Rast
- Thoqqua
- Xacarba
- Yeth Hound
[A DM should be consulted before choosing any forms of this type that are not on this list.]
Perfect Seeming: The Nagual has gained total mastery over its mind, body and essence. The Nagual gains the following:
- The Nagual gains one Supernatural special attack or one Supernatural special quality that the creature it becomes possesses.
- The Nagual gains the Magical Beast type and the Augmented and Shapechanger subtypes.
- The Nagual is no longer affected by any Transmutation effect that it does not wish to be affected by.
- The Nagual may now use its Seeming Class feature at will and changing shape only takes a move action.
- The Nagual no longer possesses a maximum age and does not die because of age or aging effects.
- The Nagual may change its Seeming Forms once per day upon awakening. It may choose any creatures that it would have normally been allowed to select.
- The Nagual may select Seeming Forms that are within four size categories (larger or smaller) than itself.
Change LogSpoiler
9/24/11 - Added in forgotten rules text about what happens to a Nagual's gear and armor when they use their Seeming class feature.
Other classes section added.
Character options section and feats subsection created. 4 feats added under it.
"Vision modes" changed and clarified to mean all sensory modes.
9/25/11 - Major restructuring of the class completed:
- Minor Seeming granted as a bonus feat at level 3.
- Shifting Defense moved from level 7 to level 5.
- Skittering Dark moved from level 9 to level 7.
- Claws of the Beast moved from level 10 to level 9.
- Natural Mystery moved from Level 14 to level 11.
- Improved Shifting Defense moved from level 17 to level 13.
- Skin of the Beast moved from level 18 to level 14.
- Corrupted Essence moved from level 17 to level 15.
- Draconic Majesty moved from level 19 to level 17.
- Perfect Shifting Defense class feature added to class at level 19.
9/27/11 - Hit Dice increased from d8 to d10. Link provided for Morphic Trait abilities.
Another big restructuring of the class:
- Minor Seeming moved from level 3 to level 1.
- Fluid Seeming moved from level 11 to level 3.
- Healing Pulse, Improved Shifting Defense, Perfect Shifting Defense, Sinuous Seeming, and True Shape class features removed.
- Shifting Defense greatly expanded to encompass most of what was removed with some additions and changes.
Spoiler tags added to Shifting Defense.
10/10/11 - Claws of the Beast and Skin of the Beast class features removed. Path of the Beast class feature added. Bonus feats added.
10/11/11 - Seeming tag for feats created. Deer's Pursuit, Quick Seeming, Rhino's Hide, and Wolverine's Tenacity feats added.
Alphabetized feats.
Cougar Strike, Falcon's Grace and Man-o-war's Sting feats added.
Resilient Defense, Shark's Patrol and Worm Skin feats added.
10/12/11 - Deer's Pursuit feat changed to give more of a relevant mechanical bonus. Ectovore, Extra Morphic Trait, Gecko's Footpads, and Vicious Wound feats added.
1/4/12 - Added in rules text for Seeming.
1/11/12 - Skittering Dark class feature removed; vermin forms now allowed at level 1 onwards.
Kitten Soul and Elephant Heart moved to level 6 and 9 respectively.
Draconic Majesty class feature moved to level 13.
Planewalker class feature added.
1/22/12 - Seeming Class Feature editted to allow more variation between characters.
2/28/12 - Perfect Seeming updated.
9/17/12 - Patient Hunter Archetype added.
Amount of Seeming forms increased by 2.
Favored Class Options added.
Disclaimer updated.
9/18/12 - Clarified size limitations on Seeming Forms.
Added clarification that Path of the Beast only functions when using the Seeming class feature.
Added forgotten physical clarification for score penalties given by Seeming class feature.
The Nagual's Effective Barbarian level for Morphic traits reduced to Nagual level-4.
Proficiency with Martial weapons removed.
Rewrote and changed how the Seeming class feature functions.
List of acceptable Aberration forms added.
List of acceptable Outsider forms added.
9/19/2012 - Auspicious Mark, Deadly Accuracy, Disruptive, Eater of Magic, Energy Absorption, Energy Resistance, Ghost Seeming, Greater Energy Resistance, Guarded Stance, Inspire Ferocity, Lethal Accuracy, No Escape, Quick Reflexes, Reckless Abandon, Regenerative Vigor, Sharpened Accuracy, Spellbreaker, Sprint, Surprise Accuracy, and Swift Foot Morphic traits removed.
Clarification added on how often Morphic traits can be used.
9/20/2012 - Forgotten racial and size tags added to the bonuses/penalties given by using the Seeming class feature.
CommentsSpoiler
- I embarked on the task of making this class because it's only now, in hindsight, that I see something I missed out on. I've been playing Pathfinder since the beta came out and its only now that I find myself wanting to play a Druid Tank, a role I never got to try back when I was playing the two 3rd editions. For those unaware, Wildshaping got nerfed straight through the ground by design of the creators. No longer is it meant to serve any role except scouting and light utility.
Now, I know there are probably a ton of Shapeshifting base classes already here on GiTP, but I always enjoy making classes myself and at least this way I can make something that feels both personal and as close as possible to the concept I wish to play.